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- #version 140
- in highp vec4 var_position;
- in mediump vec3 var_normal;
- in mediump vec2 var_texcoord0;
- in mediump vec4 var_light;
- out vec4 out_fragColor;
- uniform mediump sampler2D tex0;
- uniform fs_uniforms
- {
- mediump vec4 tint;
- };
- void main()
- {
- // Pre-multiply alpha since all runtime textures already are
- vec4 tint_pm = vec4(tint.xyz * tint.w, tint.w);
- vec4 color = texture(tex0, var_texcoord0.xy) * tint_pm;
- // Diffuse light calculations
- vec3 ambient_light = vec3(0.8);
- vec3 diff_light = vec3(normalize(var_light.xyz - var_position.xyz));
- diff_light = max(dot(var_normal,diff_light), 0.0) + ambient_light;
- diff_light = clamp(diff_light, 0.0, 1.0);
- out_fragColor = vec4(color.rgb*diff_light,1.0);
- }
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